version 1.51 | | version 1.52 |
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/* | | /* |
* static char *rcsid_define_h = | | * static char *rcsid_define_h = |
* "$Id: define.h,v 1.51 2002/01/01 23:37:54 garbled Exp $"; | | * "$Id: define.h,v 1.52 2002/05/31 04:18:33 mwedel Exp $"; |
*/ | | */ |
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/* | | /* |
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#define INORGANIC 73 /* metals and minerals */ | | #define INORGANIC 73 /* metals and minerals */ |
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#define LIGHTER 75 | | #define LIGHTER 75 |
| | |
| | /* The trap_part, wall, light_source, misc_object, monster, and spawn_generator |
| | * types are not used in any archetypes, and should perhaps be removed. |
| | */ |
#define TRAP_PART 76 /* Needed by set traps skill -b.t. */ | | #define TRAP_PART 76 /* Needed by set traps skill -b.t. */ |
| | |
#define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ | | #define WALL 77 /* this is a wall. put it always in layer 1 if not set is_floor */ |
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#define SYMPTOM 159 | | #define SYMPTOM 159 |
/* END TYPE DEFINE */ | | /* END TYPE DEFINE */ |
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/* START SUB TYPE 1 DEFINE */ | | |
/* for weapons, we should give out a warning msg when we have no sub_type1 >0 */ | | |
#define ST1_WEAPON_NON_MELEE 1 /* people without melee_weapon can use this */ | | |
#define ST1_WEAPON_DAGGER 2 /* daggers should count to non melee_weapons */ | | |
#define ST1_WEAPON_SWORD 3 /* put good dagger to heavy dagger = swords */ | | |
#define ST1_WEAPON_AXE 4 | | |
#define ST1_WEAPON_CHAINED 5 | | |
#define ST1_WEAPON_MACE 6 | | |
#define ST1_WEAPON_CLUB 7 | | |
#define ST1_WEAPON_HAMMER 8 | | |
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/* for armors, we should give out a warning msg when we have no sub_type1 >0 */ | | |
#define ST1_ARMOR_CLOTHES 1 /* thats the easiest: clothes, dress, tunic */ | | |
#define ST1_ARMOR_JACKET 2 /* thats special armored clothes, etc */ | | |
#define ST1_ARMOR_LEATHER 3 | | |
#define ST1_ARMOR_HARDLEATHER 4 | | |
#define ST1_ARMOR_MITHRIL 5 | | |
#define ST1_ARMOR_SCALE 6 | | |
#define ST1_ARMOR_CHAIN 7 | | |
#define ST1_ARMOR_RING 8 | | |
#define ST1_ARMOR_LIGHTPLATE 9 | | |
#define ST1_ARMOR_PLATEMAIL 10 | | |
#define ST1_ARMOR_FULLPLATE 11 | | |
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/* END SUB TYPE 1 DEFINE */ | | |
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/* START SUB TYPE 2 DEFINE */ | | |
/* We can use this twice: This is for the server to use. | | |
* I insert a "double" function for st2. Default are flags, | | |
* but for special types we can use other values. | | |
* So be sure to check the type if we not use the default values. | | |
* Checking st2 should be in one single routine */ | | |
| | |
#define ST2_FLAG_EATABLE 1 /* if this is set, we always send the item as type "FOOD" to client */ | | |
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/* END SUB TYPE 2 DEFINE */ | | |
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/* definitions for weapontypes */ | | /* definitions for weapontypes */ |
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#define WEAP_HIT 0 /* the basic */ | | #define WEAP_HIT 0 /* the basic */ |
| | |
#define FLAG_WAS_WIZ 4 /* Player was once a wiz */ | | #define FLAG_WAS_WIZ 4 /* Player was once a wiz */ |
#define FLAG_APPLIED 5 /* Object is ready for use by living */ | | #define FLAG_APPLIED 5 /* Object is ready for use by living */ |
#define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ | | #define FLAG_UNPAID 6 /* Object hasn't been paid for yet */ |
#define FLAG_AN 7 /* Name must be prepended by "an", not "a"*/ | | /*#define FLAG_AN 7 unused - Name must be prepended by "an", not "a"*/ |
| | |
#define FLAG_NO_PICK 8 /* Object can't be picked up */ | | #define FLAG_NO_PICK 8 /* Object can't be picked up */ |
#define FLAG_WALK_ON 9 /* Applied when it's walked upon */ | | #define FLAG_WALK_ON 9 /* Applied when it's walked upon */ |
| | |
#define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ | | #define FLAG_REFL_SPELL 40 /* Spells (some) will reflect from object */ |
#define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ | | #define FLAG_NO_MAGIC 41 /* Spells (some) can't pass this object */ |
#define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ | | #define FLAG_NO_FIX_PLAYER 42 /* fix_player() won't be called */ |
#define FLAG_NEED_IE 43 /* 1 ruby -> 2 rubies */ | | /*#define FLAG_NEED_IE 43 Not used - take care of by the name_pl now 1 ruby -> 2 rubies */ |
#define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ | | #define FLAG_TEAR_DOWN 44 /* at->faces[hp*animations/maxhp] at hit */ |
#define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ | | #define FLAG_RUN_AWAY 45 /* Object runs away from nearest player \ |
but can still attack at a distance */ | | but can still attack at a distance */ |